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Issue No. 10 - Oct. (2013 vol. 19)
ISSN: 1077-2626
pp: 1732-1745
Baoquan Liu , Dept. of Comput. Sci. & Technol., Univ. of Bedfordshire, Luton, UK
G. J. Clapworthy , Dept. of Comput. Sci. & Technol., Univ. of Bedfordshire, Luton, UK
Feng Dong , Dept. of Comput. Sci. & Technol., Univ. of Bedfordshire, Luton, UK
E. C. Prakash , Dept. of Comput. Sci. & Technol., Univ. of Bedfordshire, Luton, UK
ABSTRACT
We present a novel approach for GPU-based high-quality volume rendering of large out-of-core volume data. By focusing on the locations and costs of ray traversal, we are able to significantly reduce the rendering time over traditional algorithms. We store a volume in an octree (of bricks); in addition, every brick is further split into regular macrocells. Our solutions move the branch-intensive accelerating structure traversal out of the GPU raycasting loop and introduce an efficient empty-space culling method by rasterizing the proxy geometry of a view-dependent cut of the octree nodes. This rasterization pass can capture all of the bricks that the ray penetrates in a per-pixel list. Since the per-pixel list is captured in a front-to-back order, our raycasting pass needs only to cast rays inside the tighter ray segments. As a result, we achieve two levels of empty space skipping: the brick level and the macrocell level. During evaluation and testing, this technique achieved 2 to 4 times faster rendering speed than a current state-of-the-art algorithm across a variety of data sets.
INDEX TERMS
Octrees, Graphics processing unit, Rendering (computer graphics), Acceleration, Interpolation, Cameras, Casting
CITATION

Baoquan Liu, G. J. Clapworthy, Feng Dong and E. C. Prakash, "Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering," in IEEE Transactions on Visualization & Computer Graphics, vol. 19, no. 10, pp. 1732-1745, 2013.
doi:10.1109/TVCG.2012.151
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